VR (Virtual Reality) has been around in some form or fashion since the 1960s between digital cockpits in the Navy, to the Sensorama. Sensorama, patented in 1962 (the same year as the Seattle World's Fair) was a magical booth that combined full color 3D video, audio, vibrations, smell and atmospheric effects, such as wind. Incredibly ahead of its time, it of course failed, (only six short films were created for it), but modern VR has the chance to pick up where it’s promise left off.
Between Palmer Luckey, Oculus, Valve, and the HTC Vive - consumer VR became very much a “real” reality in 2016. These headsets were truly magical when setup - but there were very large barriers of entry for most consumers - expensive high end gaming PCs were required to run the software and games (no Mac support even still) and the headset and sensors created a web of wires including the user being “tethered” to the computer.
Recently, headsets are available that remove the computer and any wires. The Oculus Quest 1 and 2 are revolutionary in the ease of use for a consumer, to “dive into VR”, as quickly as playing the Nintendo Switch. The headset is also affordably priced - about the same as a modern console.
However, what that means, is that it is harder to entice people to try location based VR and VRcades. Why would they when they can turn their living room or dorm into a golf course or space ship?
The short answer is the same reason we still go to movie theaters and theme parks - massive spaces and shared experience. Multiplayer experiences online are great and all, (if not tiresome after 2020). Even so, there is nothing like being in the same space as friends and loved ones, while experiencing something magical, or having a friendly competition.
Quest 2 sales estimates show that the VR console has now sold in upwards of 5 million units in just 6 months (April 2021). The previous best-selling VR headset, PlayStation VR, took 5 years to reach this same milestone.
While experiences like Beat Saber and Light Saber Dojo VR cabinets are cool, they are exact replicas of the experiences you can play at home on a console-priced VR headset.
Additionally, they are also single player experiences. We think experiences similar to the virtual Rabbid’s Roller Coaster ride is where more investment should be placed, as it is something that isn’t possible in a home setting.
Motion simulation is one of the biggest draws to get people out of the house, to try virtual reality in an environment outside the home.
As at home, as VR becomes more ubiquitous, the thing that will limit people the most, is the amount of space they have in their homes to dedicate for a VR play space. This means how much clear floor you have to freely walk, in order to, truly immerse yourself in a VR experience. Main Event is set up well - to provide the infrastructure for large groups coming together in a huge virtual place, as well as spaces to have experiences that would be impossible to have at home.